AFC GAMIFICATIONLAB SAPIENZA
c/o GamificationLab SAPIENZA
Professor: Francesco Lutrario - lutrario@di.uniroma1.it
Coordinator: Prof. Emanuele Panizzi
English version Versione italiana PRESENTATION GamificationLab is an AFC (complementary training activity) dedicated to theoretical and practical training in the field of gamification, games / video games and digital simulations. During the workshop, after the theoretical frontal lectures, the students design, experiment and develop (at the prototype level) gamification solutions, videogames products, simulations and high interactivity applications. The laboratory therefore works to implement innovative forms of teaching, research activities and interdisciplinary development projects by promoting cooperation between departments, teachers, researchers and students of the Sapienza University, companies and public bodies. In this context, the partners present the students with briefs on the basis of which the students themselves have the objective of creating a Game / Gamification Design Document and an application prototype under the supervision of the teachers and tutors. The working groups are provided with all the necessary support for the phases of conception-design (design / game design, need finding, storyboarding), prototyping and experimentation, development and testing, deployment and usage analysis. INFORMATION The "GamificationLab" Complementary Training Activity (AFC) takes place at the GamificationLab Sapienza laboratory of the Computer Science Department at the DigiLab Interdepartmental Research Center. Website: http://gamificationlab.uniroma1.it/ Location: Classroom -111 c / o the DigiLab interdepartmental research center in Rome - via dei Volsci 122. The laboratory also operates at the facilities of the Computer Science Department of via Salaria 113 - Rome. GamificationLab Scientific Committee Sapienza: Prof. Luigi Cinque, Prof. Maria De Marsico, Prof. Roberto Navigli, Prof. Emanuele Panizzi, Prof. Alessandro Panconesi, Prof. Fabio Pellacini, Prof. Paola Velardi, Prof. Giovanni Ragone, Prof Umberto Longo, Prof. Marco Schaerf, Prof. Francesco Lutrario. COURSE OBJECTIVES The course aims to train professionals involved in the design / design of games, video games, digital simulations and gamification applications on the theoretical-methodological and technical-practical level. Provides specific knowledge in the areas related to the gaming industry and gamification such as edutainment solutions, gaming simulation, experiential training, high interactivity applications, engagement programs, etc. The course deals specifically with the study of simulations, video games and more generally all the games (games) and their possible practical applications in different contexts (cultural, productive, training, assessment, communication, marketing, process governance, etc. .) with a particular orientation towards gamification solutions. The course includes the study of the reference scenario, both endogenous (the game and the gamification in itself) and exogenous (the recipients, the market, the production and destination technologies) and is completed by an overview of the project management techniques applied to the video gaming industry as well as the study of playtest conduction and analysis methods. The difficulty of tracing the multiplicity of aspects inherent in the activity of "designing a game / simulation" to a unique and formalized scheme corresponds at the same time to one of the most interesting and difficult aspects of this work, namely the need to reconcile multiple souls, substantially attributable to the technical and "artistic" side of production. The design process, which includes both the collection and definition of the requirements, as well as the precise definition of the specifications for each production objective / area, is expressed in a design, analysis and planning document called "Game / gamification Design Document", the whose utility is evidenced by the fact that these documents are drawn up and used regularly throughout the industry. ACQUIRED SKILLS The objective of the "game & gamification design" course is the training on the methodological and practical level of the professionals destined to work in the field of design / design of gamification solutions, video games, simulations and high interactivity digital applications. The course allows you to master the analysis and design tools as well as the techniques related to the different domains considered including the formal ones (logical and mathematical) that underlie the mechanical component (models); those connected to the evocative-multimedia component (setting) and those connected to the technological component of the product (software components according to the target platforms). At the end of the course, the student will be able to realize a complete "game / gamification Design Document" (the general project document that precedes the practical realization of the product or its prototyping) destined to the realization of gamification products, simulations or games / video games from the original mechanics and in any case suited to the objectives required by the context. As part of the group activities, students are guided to the creation of an application prototype with the aim of carrying out real testing activities on the mechanical parts being designed. PROGRAM The theoretical component (frontal lessons) of the course is organized in three parts: - the first provides theoretical notions of "playful culture" and "modeling" of games and simulations; - the second one deals with the practical aspects of design and the tools used in the sector of the sector; - the third analyzes production cycles, prototyping and development technologies, platforms and the target market, as well as the technical aspects typically associated with the development of games, digital simulations and gamification applications / programs. The course includes the following subject areas: • Objectives and methods of gamification • Critical and historical analysis of the game; • Types and game systems; • Structure of a game (game), systems and models. • Design of mechanics (game design); • Design of the setting; • Design of the playful-simulative interface (GUI and HUD); • Study of narrative structures; • Technical knowledge: platforms and languages; management of multimedia components; • The gaming industry: human resources and production tools; • Analysis of the value chain: from design to the market; • Planning and control tools, methods of conducting playtests. LESSONS The course consists of the following lessons: • Lesson 1: course objectives and definitions • Lesson 2: introduction to Gamification • Lesson 3: how and why Gamification works • Lesson 4: the game as an act (Play) • Lesson 5: the game as act II (Play) • Lesson 6: play, development, learning • Lesson 7: video game then I learn • Lesson 8: taxonomy of games and video games • Lesson 9: brief history of the games • Lesson 10: brief history of video games part 1 • Lesson 11: brief history of video games part 2 • Lesson 12: simulations and models • Lesson 13: structure and constituent elements • Lesson 14: narrative mechanics • Lesson 15A: setting and effects (first part) • Lesson 15B: setting and effects (second part) • Lesson 16A: fundamental development of video game development (first part) - by R. Zanoni • Lesson 16B: fundamentals of video game development (second part) - by R. Zanoni • Lesson 17: digital games development cycle (tip & tricks) - edited by R. Zanoni • Lesson 18A: game design document (first part) • Lesson 18B: game design document (second part) • Lesson 19: introduction to Unity 3d - how it is made, how it works, main components - edited by A. Falsetti • Lesson 20: Unity 3d tutorial - developing a game mechanism - edited by A. Falsetti • Lesson 21: riddles and questions • Lesson 22: balancing and playtesting • Lesson 23: the videogame market • Lesson 24: GUI and HUD design in the field of videogames and simulation. INFORMATION FOR TRANSPARENCY Prerequisites: the course requires knowledge of the general concepts of computer science. Prerequisites: none. FINAL EVALUATION Final evaluation through: - written exam (questionnaire) - oral exam: - elaboration and presentation of a group project (game design document); - development of an application prototype; - oral discussion of the project.
Questo sito usa cookies, usandolo ne accettate la presenza. (CookiePolicy)
Torna al Dipartimento di Informatica |
|